Staff new DPS range weapon now?
The only thing that changed on staff #2 is that the orb moves a bit faster, there is no changes to damage or cooldown.
The only thing that changed on staff #2 is that the orb moves a bit faster, there is no changes to damage or cooldown.
Yeah but the speed makes all the difference when it’s just a 3 second cooldown after letting the orb expire at maximum range instead of detonating it. It makes staff #2 a single target dps booster.
It always has been good – just now can hit things a bit farther away faster (harder to dodge)…
The only thing that changed on staff #2 is that the orb moves a bit faster, there is no changes to damage or cooldown.
Yeah but the speed makes all the difference when it’s just a 3 second cooldown after letting the orb expire at maximum range instead of detonating it. It makes staff #2 a single target dps booster.
Nah, that doesn’t add up my friend, the orb never needed three seconds to reach it target before, it didn’t go THAT slow.
It’s a bit more comfortable using now if you never detonated the orb before, less comfortable if you did, but there’s no change in the actual outcome of using it, other than being a little harder to dodge.
Staff always been a good wide+long range tagging weapon. Add 45-50% critical chance to it for maximum effects.
Recruiting dungeon raiders.
Really nice changes to the staff. Prior to the update, I wanted to try it out as a replacement for mace/shield in a PVE AH hammer build because of the might stacks and heal. Now that the might stacks last longer and that they’ve improved the speed on the orb, I really enjoy using it. Skill #5 plus the cc from the hammer give nice control.
As they have reduced the heal from the dodge roll too, it also helps in this area.
Now I must decide which sigil I’m gonna use on it. Not sure energy is still really worth it with the dodge heal nerf.
I’m not sure if it’s such an important change. The speed was notably slow, but it was not the only thing holding the Staff back as a viable ranged weapon.
The Staff is still a mish-mash of abilities that are interesting on their own, but have no overlapping theme.
And Orb of Light still seems to have troubles with the Z-axis.
The staff is not a ranged weapon. Its a melee weapon with a 600 range. It is, in fact, the longest range melee weapon in the game.
Server: Darkhaven. The Besthaven.
i ried a lot to make staff a viable dps weapon but you have to give up too much and it is still not “great”. it really owns in pve events though
With my full berserker gear the #1 do around 2k if crit…about orb now a target can take the column damage + detonation and i dont remember really the number but if both crit can do +3k damage.
i love use staff in semi-melee action expecially during the flank action or when the enemy retry and i spam the skill number 1
The orb’s recharge was based upon when it moved out of range (when not blowing it up). A 50% increase in speed is effectively a 50% dmg increase.
Everything else about the staff is unchanged — including the damage. The orb always did nice damage — especially if using after “Empower” (staff 4). Twelve stacks of might will make a lot of skills look impressive.
(edited by juno.1840)
Really nice changes to the staff. Prior to the update, I wanted to try it out as a replacement for mace/shield in a PVE AH hammer build because of the might stacks and heal. Now that the might stacks last longer and that they’ve improved the speed on the orb, I really enjoy using it. Skill #5 plus the cc from the hammer give nice control.
As they have reduced the heal from the dodge roll too, it also helps in this area.
Now I must decide which sigil I’m gonna use on it. Not sure energy is still really worth it with the dodge heal nerf.
Energy is always worth it. The best players all use parkour skills that you need to practice on every class.
Nah, that doesn’t add up my friend, the orb never needed three seconds to reach it target before, it didn’t go THAT slow.
It’s a bit more comfortable using now if you never detonated the orb before, less comfortable if you did, but there’s no change in the actual outcome of using it, other than being a little harder to dodge.
The orb skill only resets once the orb of light reaches the end of it’s range, or hits a wall or the floor (sometimes doesn’t reset on collision, very buggy right now).
It’s not noticeable most of the time but it pierces, it’s not a case of how long it takes to hit the enemy, it’s how long until it resets. It also does double the damage of the staff #1 skill, so while it doesn’t make an amazing difference, it’s definitely a positive boost, and allows for a little bit more interaction on the staff skillbar.
For the skeptics; try it on a training dummy in PvP/Lion’s Arch. The speed increase helps dps when fighting on open ground, especially against mutiple mobs that are close together.
(edited by voidelysium.7285)
Staff #2 can hit just as hard as Mighty Blow with a good ol fashioned crit… and if the enemy decides to line up like little duckies…
I find the Staff much more useful in group/WvW in a support/utility role then the Scepter/whatever…
- is for tagging/generic hitting, though when weapon switching, I only fit one or 2 into rotation before switching back
- for long range hitting, if I can’t hit em up close…(that is what the other classes are for anyways) also can heals.
- Multi-use application; swiftness, vulnerable, altruistic healing, that symbol heal and hitting stuff (depends on your traits)
- Altruistic Healing(alternate full heal if enough allies nearby), Might stack on allies, heals
- Blocking enemy movement, it gets people killed… for great loot, possibly justice too
It may be biased opinion, I never liked the Scepter. Except for that one time, but I swear, I didn’t know any better!
Ahhh I really thought it was a bit faster! Are there any patch notes? Has anything else changed?
Just found them right in my face haha nvm, lol
(edited by Martheo.7215)
The staff is not a ranged weapon. Its a melee weapon with a 600 range. It is, in fact, the longest range melee weapon in the game.
Mesmer greatsword would like to refute that statement!
Guardian staff is though, to my knowledge, the longest range multiple target melee weapon in the game
Really nice changes to the staff. Prior to the update, I wanted to try it out as a replacement for mace/shield in a PVE AH hammer build because of the might stacks and heal. Now that the might stacks last longer and that they’ve improved the speed on the orb, I really enjoy using it. Skill #5 plus the cc from the hammer give nice control.
As they have reduced the heal from the dodge roll too, it also helps in this area.
Now I must decide which sigil I’m gonna use on it. Not sure energy is still really worth it with the dodge heal nerf.Energy is always worth it. The best players all use parkour skills that you need to practice on every class.
Sorry English is not my native language, what do you mean with “parkour skills”? If it’s pvp related, keep in mind I only play PVE on my guardian.